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ORIGINAL RESEARCH article

Front. Educ.
Sec. Digital Education
Volume 10 - 2025 | doi: 10.3389/feduc.2025.1550396
This article is part of the Research Topic Digital Learning Innovations: Trends Emerging Scenario, Challenges and Opportunities View all articles

Empowering Digital Competence through Peer-Assisted Learning and Virtual Reality in Health Professions Education

Provisionally accepted
  • Oslo Metropolitan University, Oslo, Norway

The final, formatted version of the article will be published soon.

    This study examines the integration of peer-assisted learning (PAL) and virtual reality (VR) gaming in health professions education, focusing on an occupational therapy program in Norway. While PAL is known to enhance clinical skills and knowledge, its role in fostering digital competence has been less explored. This research addresses the gap by investigating how peer assistants perceive their roles and development while integrating VR into health education. Implemented since 2021, the educational approach positions peer assistants as supervisors of VR gaming activities, independent of faculty involvement. Following a rigorous recruitment and training process, a "train-the-trainer" model fosters autonomy, leadership, and collaboration, guided by sociocultural learning theory. Three focus groups with 10 peer assistants revealed evolving teacher identities, technological mindsets, and professional growth. Assistants leveraged their unconventional gaming and technology backgrounds to connect digital tools with healthcare practices, emphasizing the role of reflection in leadership development and career aspirations. The findings highlight the dual impact of PAL and VR in advancing students' digital competence while empowering peer assistants through professional transformation. Challenges, such as technological hesitancy and gender dynamics, were addressed with inclusive strategies. This study contributes to understanding the integration of digital technologies in health professions education, offering a replicable model to foster digital competence and prepare healthcare professionals for a digitalized landscape. Future research should investigate scalability across disciplines and institutions.

    Keywords: peer-assisted learning, digital competence, virtual reality, Train-the-trainer, Technology

    Received: 23 Dec 2024; Accepted: 15 Jan 2025.

    Copyright: © 2025 Røe. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

    * Correspondence: Yngve Røe, Oslo Metropolitan University, Oslo, Norway

    Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.